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Orcculus

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  1. Good luck to me... I mean you..... but mostly me..
  2. @101Collateral i'm confused by what you are looking for. the main page shows 6 hot files. there's also top files of the month link and top files of all time. what more could you possibly want?
  3. went to the preferences page, popped my mouse over the next to Default feed tab in homepage dropdown to see what it's for and it's the wrong info, it's the same as the dropdown below. as far as the new stuff, I feel like switching to facebook's timeline was less upsetting :P to be honest i think the only thing that really makes me feel uncomfortable now is the individual news posts etc.. are not contained in any border or something more uniform, they are just split by a thin line. and the tabs at the top aren't even seperated from the top news item. i don't know why this bothers me so much but argh it just makes my skin itch looking at it. Aside from that, nice work getting all the handy info in our faces from the go.
  4. i would love to know where you got 2012 version. is it for 64bit only because i'm on 32bit. or are you talking about the WIP version from on these boards?
  5. if you have 3dsmax 2012 then you are out of luck.. if you have 2011 32bit version you are out of luck.. load up the nif file in nifskope, choose the nitrishape for the part/s you want and export to OBJ. then import the OBJ to 3ds max.
  6. so my mod fortify potions extended alters alchemy magic effects and some ingredients. tytanis has created new ingredients. i wish to make a patch for my mod that alters tytanis ingredients to match my mods. what i did was load: skyrim.esm tytanis.esp fortify potions extended.esp without an active file then saved but it did not seem have the effect i was hoping for. i changed the ingredients in the new esp. but the changes don't come about in game. where am i going wrong? thanks
  7. Don't bother with mutagen mods for the first play, they result in a crazy easy game. Mark Prices mod will make it worth while selling stuff at vendors (i never bothered before, even the epic items were worth very little) Get one of the weight mods unless you enjoy running back to empty your bags often. There a texture mod to change the dice back to white dice with dots.. Makes it MUCH easier to see what you have rolled. aside from that, everything else seems to be either unbalancing mods or texture mods.
  8. i was saying that def_prices.xml defines the prices for which items can be bought from vendors. <ability name="Price_5"> <item_price mult="false" always_random="false" min="5" max="5"/> </ability> <ability name="Price_7"> <item_price mult="false" always_random="false" min="7" max="7"/> </ability> however there is no file defining the price at which items can be sold to vendors. That is calculated with an inbuilt ratio that we don't seem to be able to access yet. However some smarty pants found a work around by adding <price_mult mult="false" always_random="false" min="0.215" max="0.215"/> to a talisman which reduces the ratio to 5:1.. buy for 5000, sell for 1000. http://www.witchernexus.com/downloads/file.php?id=67
  9. have you not been collecting herbs and monster parts? aether represents a type of ingredient, a couple of different herbs and monster parts fall into that group. you should be able to buy a few at the trader in the corner past the inn and behind the gallows.. i think!
  10. the price for buying items can be found in items/def_prices.xml. If you open up one of the def_item_[type].xml files you'll see the tag in there that assigns price to an item. Problem is that there doesn't seem to be a file to define sell prices so i can only assume it's coded to calculate sell price based off the buy price. quite possibly done in the action script of the UI swf. files. wont know for some time.
  11. oooooooooooook... putting aside your obvious craziness, the only way to reset abilities currently is through a quest that starts in act 2 and finishes in act 3. There aren't any tools to edit or create quests yet so, for now, ability reset through a mod just isn't possible.
  12. Tonight i came across a mod to dress dead people so there wouldn't be any naked corpses lying around. I found this to be a little odd but everyone to their own i guess. so you have a shovel and are happy to dig up peoples graves, why not bury the people you kill replacing a messy looking corpse for a grave? maybe get a perk for burying X corpse to give karma for doing so in future.
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